Wronchi has revealed a new card for United in Stormwind - Seek Guidance!
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Comments
Damn, I love Wronchi animation.
In many games, I think you'll miss a step in your curve at some point. From there on, you'll either have to play behind the curve or postpone quest completion. If you go second, you'll have a better chance to stay on curve due to starting with one more card, but you can't really get value out of the coin, so you're still behind your opponent's curve.
The quest itself eating up a card slot in your hand was a significant drawback of the Un'goro quests. Questing Explorer compensated for that in the Uldum era, but that card is no longer in Standard. You get to discover a card after the first stage, so you are compensated eventually for playing the quest, but you might have missed a curve beat by then already.
I think this would work best with mostly minions in your deck: they tend to be less situational than spells, so easier to play on curve. Having multiple minions in hand when you get Xyrella, the Sanctified will be important to dodge Mutanus the Devourer. Assuming you went first, played on curve and played no 0-cost cards, you should have 6 cards in hand after quest completion; if that is 5 minions you should be relatively safe, but if it is 2 minions you might see your quest line end prematurely. Also tutoring the final reward spell is more reliable if you don't have many spells in the deck.
All in all, I don't think this will be a top deck (which is probably for the better). Priest can already play minions on curve and end with N'Zoth, God of the Deep, which is more forgiving when you can't curve out perfectly.
Hey, a win condition! And it's insanely slow which means it will most likely only fit in Control Priest. I highly doubt this working in any non-defensive Tempo shell. Also, the questline provides an insta-win card that can't be stopped directly. The opponent needs some lucky disruption (like Mutanus) which insta-wins the game for them. Or they can just hit face and try to kill the Priest before he gathers all the necessary pieces to win the game. Just like Tickatus. There are some differences though. Priest doesn't have a Hero Power that slowly kills them and they have a lot more healing. Priest has a much easier time surviving than Warlock. This is very likely another reason why they targeted the healing with the nerfs. A big heal through Samuro + Apotheosis would become a massive asset for stalling the game and getting to this win condition. This tells me that they are being really careful to not allow this to become the main win condition of the class. This adds an end point to games but that doesn't mean the games won't still be insanely long. It's still a slow grind and people will not like losing to this.
I was expecting something different. Something related to the Shadow Priest theme or some form of direct damage. Not some instant "I win and you can't stop me" card. I am really looking for a reason to come back and play the game as i don't hate it. It just isn't fun right now. This doesn't help. All pressure now falls on top of the Shadow archetype. If it fails then Priest will continue to play super slow but now with an unavoidable insta-win card.
Priest didn't play a win condition because it didn't need it. There were enough win conditions available in N'Zoth, Alexstrasza and Ysera, but they weren't included in top decks because focusing on just surviving is good enough and more consistent.
Turns out that renew costing 2 is actually a good thing now /
Curvestone personified!
Again, as with the other quests, this one is powerful. In fact the reward might simply be the most powerful of all the quests because it literally wins you the game.
But like the other quests in stormwind so far, its nearly impossible to finish and win at the same time. Control priest may not be the flashiest deck in the world, but even pre-nerf that deck can't get away with playing 1 card per turn so we're looking at maybe turn 12 completion? and that's a generous estimate. The nature of the quest progression means you have to play certain cards first before others, meaning if your 6 cost card get stuck at the bottom of your deck it might be impossible to even finish the quest without dying.
By no means unplayable, but really, how often do we even see cthun actually being played in the current meta? Would be curious to see the support cards for this quest, because at the moment its not really looking like its ever going to complete never mind win the game.
You know, card aside, I really love this questline theme.
I will try to make a deck for each questline just for fun.
This one seems a little boring when it comes to its reward though
I sincerely hope this ends up a clunky fun deck. Cause if this is meta i.e. a deck you can actually play without losing most of your games, the meta will be miserable.
The questline is pretty awesome, but the ultimate reward is kinda... eh. Granted Priest is a serious control class, this is a REALLY LONG TERM solution when there are a number of better kill options. The questline rewards are pretty solid draws.
My early two cents about this Questline: in the last few weeks (or even months) people complained about Priest's card generation - Priest generating too much stuff, games being too long and boring, opponents feeling miserable to the point of conceding on turn 1.
Now Priest has a (slow and clunky, but still) win condition: Xyrella, the Sanctified gives Anduin a "I win card" that forces the class to move away from the value plan and go towards a proactive game style.
Seek Guidance doesn't just ask you to vomit your entire hand, but rather to plan a bit: while cards like Palm Reading can help you, they can also screw you over pretty badly. Moreover, the fact that the cards you have to play are divided into different steps is pretty relevant: "I want to play this card now, but then I won't have a 6-Cost card for the Questline - what should I do?"
The nerf to Renew has now even more reasons behind it: not only Priest was problematic in the current meta - Team 5 also wants Priest players to move away from card generation and adopt a game style with a win condition (Shadow Priest and Questline Priest).
Finally - still worried about Xyrella, the Sanctified? You cannot play an 8-drops and her in the same turn, and Mutanus the Devourer is a card. And so Tickatus is.
Good analysis, and I think the Questline will be terrible. My issue with printing a card like this is that if it ever becomes consistent, it's completely non-interactive. You can see C'Thun The Shattered coming and try to drop enough minion health to absorb his 30-damage. I dislike OTK combos that can deal more than ~45-60 damage (looking at you Il'Gynoth) OR cards that make the fatigue game irrelevant (Jade Idol). This is both. Mecha'Thun is the most similar card, and that was still way, way more interactive than this design. Again, I'm not actually worried about this card being meta, but I dislike the design.
I find it hilarious that Priest is basically just Warlock with this. You have to gimp your deck to the point where aggro just runs you down, but no control deck can beat you.
It's just terrible design and I have no idea why they keep pushing this sort of stuff.
Yeah, it's bad design on its face. People shouldn't be defending it. To be fair though, Tickatus is WAY better than this Questline and both it and Il'Gynoth will render it completely irrelevant if it even hits high 40s WRs.
See the thing is Mutanus is inherently RNG. Sure, you can basically guarantee to play him the turn Xyrella enters the hand, but it still ends up being a coin toss.
Tickatus also doesn't work because Priest has 3 (!) spell tutors that they can play alongside Xyrella so you will never get the chance to actually burn the Shard. At best you can hope to burn their quest requirements so they can't actually finish.
If Priest has enough survivability this expansion, I foresee a lot of people complaining about Primordial Protector...
Celestial Alignment actually counters this quest
Wording is the same as Skulking Geist, ie "x-cost card", which implies that you can progress the quest normally even though the cost of your cards has been modified.
Also wording same as Hunter Quest from Un'Goro and for that one 1 cost must be actual 1 cost, if you discount them to 0 they won't count for quest anymore
We shall see whether it work or not. I myself think it will counter it. You need card with the required cost for this and not the discounted one.